Yaa'riva
(female human druid/bard)
AL: neutral good
Her name meaning 'snake bird' or 'bird snake', Yaa'riva is the daughter of a snake druid and
a roc shaman. A druid herself, Yaa'riva is also a bard and plays different types of flute expertly.
She also sings.
Yaa'riva likes to dress in bright, shiny colours, especially bright red, gold and green. Unsurprisingly,
her animal companions are a chameleon and a hummingbird - and not a feathered snake as her parents had expected.
Although Yaa'riva comes across as very direct and carefree, she can also be very serious and take responsibility
for people, flora and fauna. She likes to keep this side hidden - it could become very dangerous for her if the wrong
person found out who she is hiding in her (and other druids') guarded lands...
Yaa'riva likes to travel and likes to perform. She also has a weakness for shopping, especially when it
comes to jewellery and outrageous clothes. She partly uses this as a cover-up to immerse herself in the latest
shopkeeper's gossip. This way, Yaa'riva has found out about many things that go on in the city and outside. Many times
has she made use of this information and helped people such as preservers from the Veiled Alliance - not that she is too
keen on wizards in general though...
How to use Yaa'riva:
STR | 14 |
DEX | 19 |
CON | 15 |
INT | 17 |
WIS | 18 |
CHA | 20 |
WEAPONS | dagger with non-lethal poison, blow pipe |
ARMOUR | magic feather and snakeskin breastplate |
NOTES | Yaa'riva also carries a number of bardic devices on her. She likes their cleverness,
but only owns bardic tools that don't result in unnecessary cruelty. There is one exception: she has emergency poison teeth with very lethal poison which she will only use if somebody very evil and powerful is about to kill her. |
Olek of the Ringing Mountains
AL: lawful neutral
Olek grew up in a small outpost near the Ringing Mountains. His clan's task was to build and maintain the stone
defences and buildings of the city. But most of the time, they had to quarry and deliver blocks of stone from the
mountains. In the years before Olek became a cleric, he used to ponder the mountain, and one day he felt the mountain spoke to
him. He had to abandon his task and go further up into the mountains. When he came back, he knew that the mountain needed to
be paid respect and not just be cut down. So he taught the people at the outpost how to respect the mountain - much to the
confusion of the people in charge who had thought that he had deserted. And after all, he was just a half-giant. A half-giant
teaching humans how to respect a mountain?
The day came when he knew he had to leave the outpost. More important things were waiting for him. One night he was gone.
Olek is somebody who just appears in places. Usually he does not say much. If he does, he speaks for the mountain.
Sometimes he needs to trade things. He will pay in metal ore (!) or valuable stones. Then he will disappear again, wandering the mountains.
Olek has long curly brown hair that is tied together at the back and grey eyes. Most of the time he wears a tunic held
together with a simple piece of rope.
How to use Olek:
STR | 28 |
DEX | 14 |
CON | 28 |
INT | 10 |
WIS | 20 |
CHA | 18 |
WEAPONS | Olek will always fight with the power of the elements, if possible. He does not own any weapons. |
ARMOUR | - |
NOTES | Olek does not carry valuables on him, unless he has made a deal. |
Yiraan (Air Genasi)
(female air cleric/fighter)
AL: neutral good
"Daughter of the Wind" is not only Yiraans name, but also her origin. Her mother is
a dedicated air cleric. Maybe her mother was a little too ambitious, because at some
point in life she chose a relationship of the more intimate kind with a certain
representative of her element. The result was Yiraan.
Yiraan, now at the beginning of her 30s, is an experienced air cleric herself.
After her apprenticeship with her mother's trusted friend, Aseraan the Wise, an old
air cleric and skilled fighter, she travelled Athas for quite a few years helping
people along the way.
Yiraan appears as a rather tall skinny fair-skinned woman with long black and white-blue
hair. Her eyes are the colour of white alabaster which is mostly due to the fact that she
is blind. Yiraan sees with her remaining senses.
Often, Yiraan is mistaken for easy prey. Yirann lets most people live to tell what
happened to them when they tried to fight "this blind air cleric woman". With Yiraan's skills,
almost everything in her hands turns into a weapon - which makes it even more embarrassing
for her victims...
Yiraan prefers to dress in light colours such as light blue, beige and grey. When
meeting other people she usually wears a hood, veil or a turban with a net-like
face-cloth. Sometimes uses a magic ring that creates an illusion around her.
How to use Yiraan:
Yiraan likes her independence more than anything else. She will occasionally provide
help, but will not bind herself to anything lasting.
STR | 13 |
DEX | 19 |
CON | 17 |
INT | 16 |
WIS | 16 |
CHA | 17 |
WEAPONS | magic quarterstaff, shuriken,
two shortswords, air slings, rope etc. |
ARMOUR | magic feather necklace |
NOTES | Yiraan has a few "personalised" weapons, meaning she
invented them herself. He favourite weapon consists of thin near invisible ropes which she swings through the air with both hands. Depending on how she uses them they can either disarm, catch, wound or kill a person. |
Urikaa
(female earth-cleric)
AL: chaotic neutral
From a very early age on, Urikaa new she was to be a brown elf. She felt that the
constraints of nomadic tribal life kept her from her true vocation: that of an Earth cleric.
Urikaa left the tribe as soon as she could and underwent rigorous instruction by an
old elven earth-cleric. During her initiation, Urikaa felt the anger of her element against
the Sorcerers who had defiled the land. This anger made a powerful impression on her and in
the end became her driving force.
In fact, Urikaa, despite being a cleric, is the true leader of the druid army, something that Kryon (see below)
is unaware of. She actually uses him as a cover for her actions. With her there are a number
of Elder druids who secretly plot against the Sorcerermonarchs and offenders. In their
ruthlessness some of the druids are not much better than their sworn enemies.
How to use Urikaa:
Urikaa can be used both as a villain and a hero. She is more of a shadow force in the
background than an active NPCs. Being an earth-cleric, nobody would think her a leader
of druids anyway.
STR | 12 |
DEX | 16 |
CON | 16 |
INT | 14 |
WIS | 18 |
CHA | 16 |
WEAPONS | quarterstaff with hidden obsidian blades +3 |
ARMOUR | necklace +4 |
NOTES | To the outside
Urikaa appears as a benevolent, slightly eccentric earth-cleric. Her character ranges from benevolent to passionate to sinister. |
Talana Imhali
(female shape-shifter ranger or druid/fighter)
AL: neutral good (or chaotic good)
Talana Imhali is the daughter of two templars. She would have become a templar, too, if
she had not hated templar life from the beginning.
As a child and teenager, Talana had to cope with overly ambitious parents.
The two templars were never satified with her daughter's achievements, since she was
just an average pupil. They worried about her career and their reputation.
At the templar school, there happened to be a cook who spied for the the Veiled
Alliance. He often saw Talana looking miserable and playing with her food. So he decided
to cheer her up by telling her stories about Athas. Talana began to like him.
The cook knew he could not stay here for ever, but he did not want this nice girl to end
up as a templar (although he thought that the templars needed some nicer people in their ranks).
He began to tell her about adventuring. One day, the cook was found dead.
When Talana grew older, she got more and more in trouble with her parents. They
had an argument almost every day. One night, her parents threatened to marry her to
the son of another templar couple. Talana knew him and could not stand him. Since she was not sure
if her parents were serious about this matter, she decided to run off just in case
they were serious. She took a sword, armour and some money and escaped that night.
Suddenly Talana found herself confronted with "real life". She had to sustain herself
somehow and survive. Her solution was the following: She cut her thick black hair
extremely short, put on mens' clothes and signed up as a caravan guard. (She pretended to
have experience and managed to convince her employers that she was a capable guard.)
Surprisingly, the first trip was rather uneventful. It gave her the opportunity to
learn a lot from the other guards. On her second job, her caravan was raided by
slavers and she ended up being caught.
When some guards tried to rape her, Talana suddenly transformed into a kirre and killed
four slavers. She ran away into the desert where, after two days, she was eventually
stopped by the druid Leah. The druid managed to calm her down and sent her to sleep. During
her sleep, Talana transformed back into human form. For a few months Talana stayed with
the druid and learned about her special gift and how to control it.
Talana was fascinated by the woman's views and lifestyle. For a while she kept on working
as a caravan guard, but it drew her back to the druid's territory.
Option 1: She decided to become a druid as well and after a while, explore Athas and help
people both as a fighter and a druid.
Option 2: She decided to wander through Athas and find herself.
Talana is always accompanied by a male kirre/lion/wild cat that she found when it was
still little. Talana has short black hair, intense black eyes and fairly pale skin that she
always hides under a layer of practical black clothing. After years of solitude and constant
danger, Talana has become an experienced survivor and a deadly fighter. She has taken over
a number of characteristics from her animal alter ego and animal companion which make her
seem very eccentric. She has the habit of sleeping huddled close to her lion/kirre/wildcat for
warmth.
How to use Talana:
STR | 15 |
DEX | 15 |
CON | 18 |
INT | 14 |
WIS | 18 |
CHA | 17 |
WEAPONS | metal sword, steel knife, (claws) |
ARMOUR | black kank leather |
NOTES | can shapeshift into a kirre |
Kimaya (female Druid)
AL: chaotic good
Kimaya grew up as an orphan in an oasis. Her parents were nobles travelling with a
caravan that was attacked by a slave tribe. While her mother died during the first
rounds of the attack, her father managed to bring the baby into safety - with
several arrows in his back. He died in the oasis leaving the girl under the
protection of a druid spirit which had manifested itself in an old tree.
The oasis was closed up by the druid shortly after that incident.
Kimaya has never seen another person nor spoken to one. She appears rather animal
and is also accompanied by at least one. She can communicate with most animals
and will fiercely protect them and her home.
How the PCs could meet Kimaya:
STR | 11 |
DEX | 17 |
CON | 18 |
INT | 14 |
WIS | 18 (nature) |
CHA | 17 |
WEAPONS | short spear (agifari) |
ARMOUR | - |
NOTES | Kimaya is protected by the animals,
plants and the druid of the oasis. |
Kryon (male druid (avenger)/psionicist)
AL:chaotic neutral
Kryon's father Uris was a noble from Raam who, after the death of his wife, fell
in love with a druid called Dhala. When his father was assassinated and he and his mother were forbidden
to stay on his estate and take care of the other children. Dhala had to leave Kryons two half-siblings,
in Raam while she raised her son Kryon to become a druid in a hidden oasis.
Kryon has a complicated personality. Since his initiation Kryon is not able to
feel or show strong emotions apart from some violent outbursts of anger/passion. He sees
himself as an animal and often behaves like one. He is exceptionally intelligent and
is able to behave like a noble, however, he prefers to be sharp and rude.
He despises non-druids. In his eyes they are decadent and not
worthy to lift themselves above nature as they think they do with what remains of
their so-called civilisation.
Unlike his gentle mother he tends towards violent behavior, especially
when it helps him to achieve his goals.
Kryon has an unnaturally pale skin which only seems to consists of scars.
His eyes are coal-black like his almost knee-long hair. He is quite tall and
very sinewy. The look in his eyes ranges from calm over stinging to blatantly mad.
How the PCs could meet Kryon:
STR | 17 |
DEX | 18 |
CON | 18 |
INT | 21 |
WIS | 22 |
CHA | 19 (!) |
WEAPONS | magic agifari quarterstaff
also works as a "wand of life" |
ARMOUR | (psionics: stoneskin or shield) |
NOTES | Kryon is an extremely dangerous
opponent. He is unpredictable and cunning. Also, he has the backing of powerful nature spirits. |
Tosh Nakaanak (male halfling air cleric)
AL: neutral good
Tosh was so horribly disfigured at birth that his rhul-thaun family decided to put
him where he belonged: into the swamp. The baby was thrown from the cliffs, but
miraculously survived as it fell onto a ledge where its screams attracted a passing-by
aarakocra. Not knowing what to do baby, the aarakocra picked up the strange-looking
bruised baby and flew with it to his tribe to have it healed. As none of the aarakocra
had a clue where to take the baby (no relations were established between the rhul-thaun
and the aarakocra) they decided to raise it as a member of their tribe (after much
debating), the Cliff Gliders.
Tosh received a lot of affection from the tribe. They took him on flights and later
even "acquired" a rhul-thaun glider for him (modified by the tribe's air cleric) so he
could venture out on his own.
Already as a child, after he proved his worth during the silt-drake hunt (aarakocra
have different life spans so they just sent him on a "coming of age" ritual as a child,
because they thought he was mature enough), Tosh decided that the way he wanted to
serve his tribe was in becoming an air-cleric. The tribe approved of his decision,
especially the air cleric who had always liked the little halfling anyway and knew that
he could become the most aarakocra air cleric ever through his longer lifespan. The
tribe also wondered if they could use Tosh as some sort of diplomat to make contact
with other races, but then decided against it since it did not only attract danger to
Tosh, but also made the tribe more vulnerable.
Tosh speaks aarakocra and broken, heavily accented trade language. His tribe name is
Nakaanak (little master), Tosh is some form of cover name that he chose in the presence
of outsiders. Despite his uneasy feelings towards the rhul-thaun Tosh is curious about
their culture. He is also curious about other cultures like some of his tribe-mates. As
aarakocra have a shorter life-span than halflings, a number of aarakocra who very very
close to Tosh have died in a fairly short span of time which has made Tosh very sad.
Especially the death of Laraako the air cleric hit Tosh very hard. As Larakoo had
another capable apprentice Tosh decided to wander Athas for a few years and return to
his tribe with accumulated wisdom, presents… and maybe a mate.
How to use Tosh:
STR | 6 |
DEX | 17 |
CON | 10 |
INT | 18 |
WIS | 18 |
CHA | 19 |
Appearance | 4 |
WEAPONS | cleric staff |
ARMOUR | none |
NOTES | Tosh only speaks aarakocra and broken, heavily accented trade language. |
Yah
(female half-elf shapeshifter druid)
AL: neutral good
Yah looks as if nature could not really decide whether to make her male or female
and at the last instant decided for the latter option. She is very skinny, her torso
looks more like that of a boy than that of a woman. She often does not bother to wear
a top because people think she is a man anyway and she herself is not too fussy about
clothes. Outside the city states she is just wearing two long loincloths which look
a bit like a skirt. Inside the city states she usually wears a thin sleeveless gauze
top with lots of holes in it and a cloak to conceal her "lizard skin" which is in
random patches all over her body. Her hair is in rather long white dreadlocks and
contrasts her tattooed suntanned skin and her bright eyes: one the colour of orange,
one the colour of lime green. Yah wears what could be describes as agafari multi-purpose
jewellery around her neck and through her ears. She sometimes uses the necklaces to tie
her hair up or as a proper tool. Into the jewellery are integrated a number of animal
teeth and other objects of animal or plant origin.
Yah grew up as a streetkid, but after escaping a slave caravan from Raam to Draj she
met a druid (who noticed shapeshifter traits in her) and became his apprentice.
Yah believes strongly in the druid army and hope that they exist to rid Athas
of the defilers. She performs tasks for other druids and is accompanied by a gorak.
How to use Yah:
STR | 9 |
DEX | 14 |
CON | 13 |
INT | 13 |
WIS | 14 |
CHA | 17 |
WEAPONS | Javelin, Singing Sticks, Knife |
ARMOUR | - |
NOTES | Wild Talent: sensitivity to observation, Exotic Weapon proficiency |
The Shaper
(male human shapeshifter druid/psychic warrior)
AL: neutral (can also be played
as neutral evil)
The Shaper is a mysterious druid who has an affinity for snakes. He appears as a
tall, muscular, pale-skinned human with snake-like features. He is always seen with a
dark grey hooded cape and wide dark-grey trousers. At a closer look his skin resembles
snake-skin in the colours of white and pale green. The Shaper has dark yellow crocodile-like
eyes and no body hair at all.
The Shaper hardly speaks, but when he speaks, his voice is a dark hiss. Nobody
knows what goals the Shaper pursues. Only elder druids know where his barren guarded lands
are.
How to use The Shaper:
The Shaper can either be played as a neutral or a neutral evil druid. He is very cruel
towards defilers and templars.
STR | 17 (natural: mutation) |
DEX | 16 |
CON | 21 |
INT | 19 |
WIS | 22 |
CHA | 24 |
WEAPONS | The Shaper designs his own weapons. He prefers poisonous, edged or "hooked" weapons. He has somebody who produces extremely sharp hardened glass blades for him. His weapons as well as his skill with them always look intimidating. |
ARMOUR | The Shaper relies on his natural armour class (snake-skin) or on spells/psionics |
NOTES | The Shaper is at least 17th level |
Jabeel (male mul druid/gladiator/psionicist)
AL: neutral good
When Jabeel escaped from the slave pits he had, for the first time, the space to
think about what he wanted to do. He also wanted to know his place in the world.
He wandered what he was: natural or unnatural. Did he have the right to live? Was he an
abomination?
As it happened he met a druid in the tavern of a bandit village. The druid found
it interesting for a mul to ask such a question. The next day when Jabeel was sober the
two engaged in a philosophical conversation about nature. Jabeel was fascinated. He kept
on asking the druid questions and the druid sometimes answered questions, sometimes he left
the answers for Jabeel to find out.
In the end Jabeel wanted to know so much that the druid decided to offer the mul mentorship.
Since that time Jabeel has become a devoted druid. He has found his place as part of
nature and will do anything to protect it.
Jabeel is a calm and pensive character. He is likely to confuse people with traditonal
expectations regarding muls. He has changed his tattoos of ownership to animal tattoos which
cover most of his body. He wears a light dark brown cloak, carries an agafari staff and
is accompanied by a boneclaw baazrag.
How to use Jabeel:
STR | 19 |
DEX | 17 |
CON | 19 |
INT | 17 |
WIS | 16 |
CHA | 20 |
WEAPONS | agafari staff, bone dagger |
ARMOUR | - |
NOTES | Jabeel is very confident regarding his abilities in combat. He prefers to fight without weapons even if the opponent is using them. |
Ureeka (female half-elf hivemaster druid)
AL: neutral evil
The daughter of an elven slave and a human overseer Urika grew up like so many other unwanted slave children in
Nibenay. Always quiet, always humiliated, Ureeka lost herself in watching the trails of ants on the sands while working.
She found a strange sense of comradeship in them. Abused from an early age she felt herself more and more drawn to
company as far removed from humanoid as possible. At the age of 11 Ureeka got pregnant from one of the overseers and
tried to get rid of the baby (and maybe end her own life) by letting herself sting by a scorpion. Ureeka survived the poison,
the baby didn't. After that incident she tried to scar and mutilate herself to become unattractive.
At the age of sixteen, Ureeka was brought outside the city with other slaves to accompany a defiler as cannonfodder.
A powerful druid had caused trouble and it was decided that he was to be hunted down. The area the druid lived in provided
little life-force and slaves are easier and cheaper to come by than anything else. The plan did not work. The party was surprised
and everybody was killed by poisonous insects - everybody apart from Ureeka. The man who sent the insects was the halfling
C'al. He watched Ureeka as she was writhing under the influence of the poison, but refused to die. He also saw that she was
comfortable watching the insects crawling over his skin. He made some of them crawl over her skin and she did not seem
repulsed either. After a time of consideration over her race, C'al decided he had found his apprentice.
Ureeka liked C'al from the first time their eyes met. There was no lust, no human emotion, but still, his black eyes seemed
warm to her. She spent two years learning at his side, a memory that she deeply cherishes. When C'al was sought out by
a more powerful party and was betrayed by a former halfling apprentice who was jealous of Ureeka, she tried to defend him till
the last moment. Together, they managed to kill everybody, but C'al died from the aftereffects trying to protect his hive.
Losing C'al drove Ureeka mad. She hunted down his former apprentice and killed him in a gruesome way. After that the
only thing that seemed to make sense to her was to continue C'al's work and patiently kill enemies e.g. sabotage the schemes of the Shadowking and his
defilers.
Ureeka is a skinny 6 ft. tall woman with pale grey dirty skin, black eyes and messy long black hair. She dresses more like a shaman
than a druid. The wears partial body coverings made from shedded skin/chitin and other insect related materials. She usually wears
these patches over her right thigh and her left arm. Around the neck she wears dark spiky chains that seem to be alive.
To protect herself she wears a staff and a glove similar to a wrist razor made from insect parts and skin. The razors are covered in poison.
Urika has a deep hatred for templars, defilers, slavers and racist halflings. She is intelligent, but fanatic and
insane.
How to use Ureeka:
STR | 12 |
DEX | 14 |
CON | 17 |
INT | 17 |
WIS | 14 |
CHA | 19 |
WEAPONS | staff, poisonous razors (see above) |
ARMOUR | chitin patches |
NOTES | - |